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Made in us
Fighter Ace






This is another list I have been considering aside from the Skorne 350 I posted.

Kaya

Gorax

Warpwolf

Warpwolf

Warwolf

Total 348 points

basic strat is to either have kaya use the gorax or the warwolf as cover, then use the gorax animus on the Warpwolf that is either going to be in CC or will if it charges the next turn. Dance around my enemy while the warpwolves tear things to peices, whilst healing themselves and being damage dumps for Kaya. Using spirit door to move kaya out of harms way or one of my warpwolves into it. The warwolf just has good synergy with kaya and was the only thing for Circle that would fill the remaining points.

C&C is very welcome thanks again everyone.

When the Axe comes down just pray your face isn't beneath it.
2500 , 2500 100 points of Circle of Orboros 50 points of legion 50 points of Khador, 15 points of Cryx and 15 points of menoth  
   
Made in us
Focused Fire Warrior





Huntsville, Al

In Tooth and Claw games, you only use a Caster/Lock and supporting Jacks/Beast to make a 350pt list. I'm sure you could find someone to play with solos' too, but most games it's not worth trying to fit them in.

First off, the Gorax is good, but not great for Kaya. It's animus is great with the +2 to STR and MAT but the auto-frenzy means you have to stay close to the enemy model. Kaya's ability comes from being able to Spirit Door her beast back to her once they charge a model and cripple it. Both the Warpwolf, and the Gnarlhorn Satyr work great for this since they both have knock-down ability. She also can run more heavy beasts because she gives +1 THR in her control area.

I would suggest something like this.

Kaya
Warpwolf
Gnarlhorn
Woldwyrd

This gives two really great heavys that can do massive damage on a turn they charge. The Satyr can hit from 11" away, and so can the Warpwolf if you give him +2 movement. The Woldwyrd is a personal favorite, and other then the Argus or Watcher, we dont have many lights to choose from. It has a rate of fire 3 POW 10 shot and can stop Casters/Locks from attempting spells, or using upkeeps. Either way, the Caster/Lock wont get too close.

Another choice is the Argus. It doesn't have a good animus, but it can Doppler Bark a knocked-down model and that model can only stand up the next turn. this works well with Spirit Door and Counter-Slam.

Hope this helps.

Sometimes you just have to let em' go... 
   
Made in ca
Hopeless Slave



Fredericton, NB

Maybe I'm just not used to Circle, but they seem to lack the punch to defeat most heavier opponents. Though Kaya's Pack Hunter makes up for this somewhat, and the Gorax helps on two fronts -- a one-turn increase followed by Frenzy -- it seems like your units are too dependent on each other. If your wolves are separated, they're probably going to get wrecked.

"The greatest and noblest pleasure which men can have in this world is to discover new truths; and the next is to shake off old prejudices." - King Frederick the Great of Prussia 
   
Made in us
Focused Fire Warrior





Huntsville, Al

...........What? Circle does lack some high strength models, but a Warpwolf can hit a model with two MAT6 POW16 claw attacks, then gets a third attack that inflicks auto-6 damage and knocks the model down... Who else can do that, and on top of it all, he can force for another 4 and auto-hit.

Every fraction needs synergy.. Circle just needs it more... but they become amazing when you learn how to play them. Plus they just walk all around the board how ever they want.

Sometimes you just have to let em' go... 
   
Made in ca
Hopeless Slave



Fredericton, NB

I wasn't really adding it up right, I guess. The POW16 is pretty average for a heavy. Frenzying, that's pretty high, although the throat-ripper is often worth more than the frenzy.

"The greatest and noblest pleasure which men can have in this world is to discover new truths; and the next is to shake off old prejudices." - King Frederick the Great of Prussia 
   
Made in us
Widowmaker





Virginia

I like the Gnarlhorn/wold watcher synergy as it makes normally difficult counter slams frighteningly easy.

2012- stopped caring
Nova Open 2011- Orks 8th Seed---(I see a trend)
Adepticon 2011- Mike H. Orks 8th Seed (This was the WTF list of the Final 16)
Adepticon 2011- Combat Patrol Best General 
   
Made in us
Master of the Hunt





Angmar

My standard Kaya 350 list is:

Kaya
Pureblood Warpwolf
Warpwolf
Woldwyrd

The only heavy armor that you'll have trouble with is something like an Arcane Shielded Centurian. Your attacks are not as powerful as some other factions, but you get a lot of them. And fortunately when you come up against high armor, the DEF is usually low enough that you don't need to boost to hit.

Consider a Warpwolf, warped for strength, under the effects of Rager.
Free headbutt (POW 12, KD)
Initial Claw (POW 16)
Initial Claw (POW 16)
Throat Ripper (5-6 damage, KD)
Additional Claw (POW 16)
Additional Claw (POW 16)
Additional Claw (POW 16)
Additional Claw (POW 16, if you didn't boost the headbutt attack roll)

Assuming average rolls (2d6 = 7) against an ARM 20 Warjack with 5 systems, your average damage looks like this:
0+3+3+5+3+3+3+3 = 23 DMG
That's without adding in any supporting Animus. Add in Primal or Arcane Killer, and you're looking at a lot more damage (+2 or +3.5 on each hit).

But lets assume your opponent does indeed have Arcane Shielded Centurians. That's when the Warpwolf takes +2 movement, runs around the enemy, and allows Kaya to assassinate the Warcaster without needing to engage the Heavies at all.

This message was edited 1 time. Last update was at 2009/03/02 16:09:18


"It is by caffeine alone I set my mind in motion.
It is by the seed of Arabica that thoughts acquire speed, the teeth acquire stains, the stains become a warning.
It is by caffeine alone I set my mind in motion."
 
   
 
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